Game Mechanics - Detailed Suggestion for Peaceful Bases and Enhanced Defensive Structures (2024)

Big Sammich said:

I'm going to draw a scenario in which your suggested change is put into the game. Say it's the middle of pre-Hardmode, and you've made a nice, large base, one that you've put effort into. It looks great. You've got a few NPCs in there. It's all good. Then, a Goblin army approaches from the east. You know that they'll be centered on your base, so you go there to defend it. Except... no Goblins show up. You're sitting there in the middle, and they aren't coming. So you venture out of your base, and they're showing up on the edges, outside of your base. Ok, cool, you'll fight them there. You stay on the edge of your base, fighting off Goblins who are all coming from the same direction, except for once or twice when you have to turn around and hit a Sorcerer who teleported into your base, which really isn't a big deal because they're still focused on you. You defeat the Goblins and return to your base, which has not suffered at all from the experience.

I appreciate that you are describing a scenario here, but it seems like there are still misunderstandings happening. I will have to repeat myself, as I've explained before why this is a misunderstanding. When I have some time at home and access to my recording of the event, I can show you what happened at the beginning of the event. This is what would happen if this feature was active as well.

What happened was, as soon as the goblin army arrived, three goblin sorcerers immediately spawned. They would be able to spawn with this feature active because they would not be affected by it. They are not walking enemies, or at least, they can appear anywhere.

So, if players have built such a large and well-defended structure, they would still have sorcerers spawning everywhere. This would force the players to deal with these sorcerers, probably by moving around, which, in turn, could result in some players getting closer to the edge of this magnificent castle, where all the walking goblins could possibly breach the doors. Let's say that the players are extra careful not to move around too much, so that only sorcerers spawn. Great for them! They have managed to handle the goblins in a respectable way!

Big Sammich said:

First, because the Goblins can't spawn in places they can't "realistically get to," the inside of your base is entirely safe, either because of player-placed walls or roofs. But this is an INVASION - the name of the event suggests that they should be swarming the place. What kind of invading force is this? What challenge does this provide to the player? Your NPCs aren't in danger at all anymore. Beyond just feeling weird and disconnected based on the name and tone of the event, it would make options like cheesing with the Nurse infinitely more viable, because you would always be able to retreat into your base and be entirely safe while you heal up. Hell, you wouldn't even need the nurse, since enemies can't spawn in your base at all, nor can they reach you from over the walls if you've built your walls right; you can just sit there and wait to heal up normally

Here, I have to repeat myself: no, your base would not be entirely safe, as I've explained already.

Big Sammich said:

Second, when you're standing on the edge of your base, all of the enemies will be coming from the same direction, because they can't spawn inside your base - all of the spawn area is ineligible. This removes a large portion of interaction from the event, because you can do all of it by standing in one place and attacking in one direction, except for the few times when a Sorcerer teleports behind you. But what if the event is a Pirate Invasion, or a Blood Moon, which have no teleporting enemies? Then it really is just a bunch of enemies all coming from the same direction, and you barely have to do anything. This is both boring and too easy. Any kind of piercing weapon could easily mow down most event enemies, and you could also use traps or lava to destroy them mindlessly, only needing to do anything if an enemy that can fly or teleport shows up, except those enemies are usually among the weaker ones in events.
You might say, "the same can be said of volcano traps and other things that people often set up in arenas." And my answer is, you're right! Volcano traps do make most events much, much easier, nearly to the point of non-interaction. However, most events have at least one way to punish players for sitting in a box, such as enemies that move/attack through walls. In the scenario above, you aren't constrained to a box, but you still get the benefits of enemies being funneled into an easily-dealt-with area, which means that it's arguably even easier. But none of that matters, because the existence of one in-game mechanic that's too easy does not justify the adding of another. And there's also the matter that volcano traps are player-designed to make events easier to handle, whereas the situation you've suggested would be the game mechanics themselves being on the player's side, which shouldn't happen in events.

Do you think players building such a massive defensive base would not want to have an edge in the invasion? Would they be disappointed to find out that their base was too good of a defensive structure?

The pirate invasion and the blood moon both have enemies that are not walking enemies. I'm really trying to understand you here, Big Sammich. Are you arguing that players will find these invasions too easy because they have built such a massive defensive base?

Big Sammich said:

And finally, I'd like to reiterate that, in my view, your complaint is a complete and utter non-issue. Terraria is a game about combat. Enemies spawn everywhere that you haven't specifically enemy-proofed, because this world belongs to them, not to you. You are tasked with dealing with that with your own efforts. The game is in absolutely no way obligated to provide you with an automatic answer to the problem of enemies spawning where you don't want them. Every suggestion of yours that I've seen that claims to push a greater blend of fantasy and realism would only result in the game becoming either more tedious or more exploitable. You are yet to give an actual convincing reason for this change that doesn't boil down to "I don't like enemies being in my base," despite the fact that many people have pointed out various in-game options that this can be dealt with, and you have continually fought against genuine constructive criticism by simply reiterating your original point without strengthening it or addressing the criticism you've received in a meaningful way. You seem unwilling to listen to what others have to say about your idea. Forgive me for my harsh words and potential disrespect, but this is my final word on the subject: this suggestion is unbalanced, poorly reasoned, and deeply unpopular, and I do not nor will I ever support it. In my opinion, you would do better to abandon this idea. I won't be returning to this thread after this.

If you think that walking enemies on roofs and balconies, etc., is a total non-issue, then that is totally fine; good for you. Although I wouldn't go so far as to say that this is a problem for the game, I would argue that implementing this feature would have consequential benefits to the gameplay experience for any player who builds anything in Terraria and would increase the immersive feeling. So, it might be here that we disagree.

Every suggestion of yours that I've seen that claims to push a greater blend of fantasy and realism would only result in the game becoming either more tedious or more exploitable.

If you want to talk about our other suggestions, please take that discussion to the specific suggestion. I can't tell which suggestions you are referring to here, and just stating that they would make the game more tedious or more exploitable isn't fair, as you haven't specified the suggestion and provided no reasoning behind this.

despite the fact that many people have pointed out various in-game options that this can be dealt with, and you have continually fought against genuine constructive criticism by simply reiterating your original point without strengthening it or addressing the criticism you've received in a meaningful way.

I do appreciate everyone who points out various ways to deal with enemies, like you, for example, who mentioned placing walls. Haven't I considered this option with an open mind and explained my view on it very clearly?

Haven't I responded to all reasonable and constructive feedback (even unreasonable and rude) with an open mind, kindly explaining my perspective? Please provide an example where I haven't done this, as it isn't my intention at all to ignore any criticism.

You seem unwilling to listen to what others have to say about your idea.

I have tried my hardest to listen to what everyone has to say and consider everyone's thoughts deeply. If you can provide an example where it seems like I haven't listened, please share it with me so that I can address it if it appears that I didn't listen.

In fact, it seems that many people who have shared their thoughts, to which I have responded, have not replied back, making it impossible for anyone to understand what they are thinking now.

this suggestion is unbalanced, poorly reasoned, and deeply unpopular

You have mentioned before that this would be unbalanced for this reason:

Big Sammich said:

there's still a massive problem with your proposal, which is that it's incredibly easily exploitable. You could extremely easily spawn-proof enormous sections of the map just by building platforms a little bit above the ground and blocking mob spawns. That is not balanced.

But this seems so be based on a misunderstanding. Building platforms high above the ground would not create spawn-proofed sections in the map. If anything, this would make the platform or "bridge" safer to walk on, as you can construct it in a way that prevents walking mobs from spawning on it.

Instead of saying poorly reasoned, perhaps you can tell me which reasoning you think is poor so that we can discuss it.

Stating that the suggestion is deeply unpopular isn't very constructive and doesn't help me or anyone else decide what they think about the suggestion.

you would do better to abandon this idea

I actually take offense at this comment. Saying to someone that 'they would do better if they abandoned their idea' will, to no shock, upset the creator of that idea who believes in it.

How would people not defending their own idea, which they believe in, make them do better? Perhaps they would do better in the sense that more people agree with them, but at what cost? Not creating ideas that they believe in.

Game Mechanics - Detailed Suggestion for Peaceful Bases and Enhanced Defensive Structures (2024)
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